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This skill should be used when the user asks to "write a fragment shader", "make a GLSL gradient/noise/plasma background", "create an image transition (dissolve, displacement, glitch)", "add distortion or chromatic aberration", "build an SDF shape shader", "wire up a Three.js ShaderMaterial with uniforms", or "do GPU post-processing". Covers GLSL fragment shaders, noise/fbm, SDFs, domain warping, transitions, and Three.js integration.
npx skill4agent add iart-ai/webgl-animation-skills shader-glslprecision highp float;
uniform float u_time;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
void main() {
vec2 uv = gl_FragCoord.xy / u_resolution.xy; // 0..1
vec2 p = uv * 2.0 - 1.0; // -1..1, centered
p.x *= u_resolution.x / u_resolution.y; // aspect-correct
vec3 col = 0.5 + 0.5 * cos(u_time + p.xyx + vec3(0.0, 2.0, 4.0));
gl_FragColor = vec4(col, 1.0);
}a + b*cos(2π*(c*t + d))a,b,c,dsmoothstep(e0, e1, x)mix(a, b, t)float px = fwidth(d); // screen-space derivative
float mask = smoothstep(px, -px, d); // crisp AA edge from SDF distance dfloat hash(vec2 p){ return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }
float noise(vec2 p){
vec2 i = floor(p), f = fract(p);
vec2 u = f * f * (3.0 - 2.0 * f); // smooth interpolation
return mix(mix(hash(i), hash(i + vec2(1,0)), u.x),
mix(hash(i + vec2(0,1)), hash(i + vec2(1,1)), u.x), u.y);
}
float fbm(vec2 p){ // fractal noise, organic
float v = 0.0, a = 0.5;
for (int i = 0; i < 5; i++){ v += a * noise(p); p *= 2.0; a *= 0.5; }
return v;
}references/glsl-cookbook.mdfloat sdCircle(vec2 p, float r){ return length(p) - r; }
float sdBox(vec2 p, vec2 b){ vec2 d = abs(p) - b; return length(max(d,0.0)) + min(max(d.x,d.y),0.0); }
// render: float m = smoothstep(fwidth(d), -fwidth(d), d);vec2 q = vec2(fbm(p), fbm(p + vec2(5.2, 1.3)));
float n = fbm(p + 4.0 * q + u_time * 0.1);u_progressfloat n = noise(uv * 20.0);
float edge = smoothstep(u_progress - 0.05, u_progress, n);
gl_FragColor = mix(texture2D(tex0, uv), texture2D(tex1, uv), 1.0 - edge);float disp = texture2D(dispTex, uv).r;
vec2 d0 = uv + vec2(disp * u_progress * 0.3, 0.0);
vec2 d1 = uv - vec2(disp * (1.0 - u_progress) * 0.3, 0.0);
gl_FragColor = mix(texture2D(tex0, d0), texture2D(tex1, d1), u_progress);float row = floor(uv.y * 20.0);
float shift = (hash(vec2(row, floor(u_time * 12.0))) - 0.5) * 0.1 * u_glitch;
vec2 g = uv + vec2(shift, 0.0);
vec3 c;
c.r = texture2D(tex, g + vec2(0.005, 0.0)).r; // channel offset
c.g = texture2D(tex, g).g;
c.b = texture2D(tex, g - vec2(0.005, 0.0)).b;
gl_FragColor = vec4(c, 1.0);import * as THREE from 'three';
const uniforms = {
u_time: { value: 0 },
u_resolution: { value: new THREE.Vector2(innerWidth, innerHeight) },
u_mouse: { value: new THREE.Vector2(0, 0) },
};
const material = new THREE.ShaderMaterial({
uniforms,
vertexShader: `void main(){ gl_Position = vec4(position, 1.0); }`,
fragmentShader: FRAG_SRC, // your GLSL string
});
// Full-screen triangle/quad: a plane that covers clip space.
const mesh = new THREE.Mesh(new THREE.PlaneGeometry(2, 2), material);
const scene = new THREE.Scene(); scene.add(mesh);
const camera = new THREE.Camera(); // no projection needed for clip-space quad
const renderer = new THREE.WebGLRenderer();
renderer.setSize(innerWidth, innerHeight);
renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
document.body.appendChild(renderer.domElement);
const clock = new THREE.Clock();
renderer.setAnimationLoop(() => {
uniforms.u_time.value = clock.getElapsedTime();
renderer.render(scene, camera);
});
addEventListener('resize', () => {
renderer.setSize(innerWidth, innerHeight);
uniforms.u_resolution.value.set(innerWidth, innerHeight);
});positionvUvvarying vec2 vUv; void main(){ vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0); }precision mediump float;highprenderer.setPixelRatio(Math.min(devicePixelRatio, 2))ifmixstepsmoothsteptexture2DtexelFetchtextureLod#version 300 esinoutfragColorPackaged helper ():scripts/freezes thescripts/seek-shot.sh anim.html 0 1.5 3harness and screenshots each moment;?t=Ntiles them for one-glance review. Seescripts/contact-sheet.sh sheet.png frame-*.png.scripts/README.md
.htmlthreeShaderMaterial<script type="module">u_timeu_progresshash(uv)u_time?t=Nu_timeu_progressN<script type="module">
// ... uniforms, material, full-screen quad, renderer ...
const t = new URLSearchParams(location.search).get("t");
function frame(time) {
uniforms.u_time.value = time;
uniforms.u_progress && (uniforms.u_progress.value = Math.min(time, 1)); // transitions
renderer.render(scene, camera);
}
if (t !== null) {
frame(parseFloat(t)); // one fixed frame, no loop
window.__ready = true;
} else {
const clock = new THREE.Clock();
renderer.setAnimationLoop(() => frame(clock.getElapsedTime()));
}
</script>?t=0?t=<mid>?t=<end>u_progresspowlognpx playwright screenshot --wait-for-timeout=600 "file://$PWD/shader.html?t=2.0" frame-mid.png?t=Nu_timematerial.dispose()geometry.dispose()renderer.dispose()prefers-reduced-motionu_time| Goal | Primitive |
|---|---|
| Animated gradient | cosine palette |
| Organic texture | |
| Crisp shape | SDF + |
| Fluid / marble | domain warp: noise into noise |
| Reveal transition | threshold noise vs |
| Glitch | row hash shift + RGB channel offset |
| AA edge | |
references/glsl-cookbook.md